mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-12-17 22:10:11 +00:00
4aa2a20f72
- Only inited `smlua_audio_utils` if needed, since there will probably be plenty of people who play without ever using mods with custom audio. - Fixed the pause anywhere setting - this ended up not being fully accurate to ex-coop, which it was originally intended to be. - Stopped regenerating dynos collision bin on start up every time therefore giving a slight start up speed boost for some people. - Added a config file setting that lets people choose to compress dynos bins on startup (disabled by default). - Fixed a warning that shows on non macs during compiling. - Properly fixed the chat box focus. - Made the public lobby rules panel "temporary". - Added a cleaner loading screen design. - Added an ex-coop theme easter egg, can only be activated from the config file. - Cleaned up the Lua traceback logging, now shows the folder and file the error occurred in, rather than the full path. - Added a way to set `gCheckingSurfaceCollisionsForCamera`, so mods can specify to surface finding functions to ignore `SURFACE_FLAG_NO_CAM_COLLISION` internally. - Rewrote the way smlua pushes CObjects/CPointers to Lua. Now using the C Lua API entirely to connect to Lua. - Fixed a use-after-free bug that could easily crash the game through Lua (explained further in one of my comments below). - Fixed a common crash in `audio_sanity_check`.
298 lines
12 KiB
C++
298 lines
12 KiB
C++
#include "dynos.cpp.h"
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// Free data pointers, but keep nodes and tokens intact
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// Delete nodes generated from GfxDynCmds
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template <typename T>
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void ClearGfxDataNodes(DataNodes<T> &aDataNodes) {
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for (s32 i = aDataNodes.Count(); i != 0; --i) {
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Delete(aDataNodes[i - 1]->mData);
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}
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}
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/////////////
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// Writing //
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/////////////
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static bool DynOS_Actor_WriteBinary(const SysPath &aOutputFilename, GfxData *aGfxData) {
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BinFile *_File = BinFile::OpenW(aOutputFilename.c_str());
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if (!_File) {
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PrintDataError(" ERROR: Unable to create file \"%s\"", aOutputFilename.c_str());
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return false;
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}
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for (u64 i = 0; i != aGfxData->mLoadIndex; ++i) {
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for (auto &_Node : aGfxData->mLights) {
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if (_Node->mLoadIndex == i) {
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DynOS_Lights_Write(_File, aGfxData, _Node);
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}
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}
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for (auto &_Node : aGfxData->mLight0s) {
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if (_Node->mLoadIndex == i) {
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DynOS_Light0_Write(_File, aGfxData, _Node);
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}
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}
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for (auto &_Node : aGfxData->mLightTs) {
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if (_Node->mLoadIndex == i) {
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DynOS_LightT_Write(_File, aGfxData, _Node);
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}
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}
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for (auto &_Node : aGfxData->mAmbientTs) {
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if (_Node->mLoadIndex == i) {
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DynOS_AmbientT_Write(_File, aGfxData, _Node);
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}
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}
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for (auto &_Node : aGfxData->mTextures) {
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if (_Node->mLoadIndex == i) {
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DynOS_Tex_Write(_File, aGfxData, _Node);
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}
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}
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for (auto &_Node : aGfxData->mTextureLists) {
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if (_Node->mLoadIndex == i) {
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DynOS_TexList_Write(_File, aGfxData, _Node);
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}
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}
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for (auto &_Node : aGfxData->mVertices) {
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if (_Node->mLoadIndex == i) {
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DynOS_Vtx_Write(_File, aGfxData, _Node);
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}
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}
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for (auto &_Node : aGfxData->mDisplayLists) {
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if (_Node->mLoadIndex == i) {
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DynOS_Gfx_Write(_File, aGfxData, _Node);
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}
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}
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for (auto &_Node : aGfxData->mGeoLayouts) {
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if (_Node->mLoadIndex == i) {
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DynOS_Geo_Write(_File, aGfxData, _Node);
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}
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}
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}
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DynOS_Anim_Write(_File, aGfxData);
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DynOS_Anim_Table_Write(_File, aGfxData);
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BinFile::Close(_File);
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return DynOS_Bin_Compress(aOutputFilename);
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}
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/////////////
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// Reading //
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/////////////
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GfxData *DynOS_Actor_LoadFromBinary(const SysPath &aPackFolder, const char *aActorName, const SysPath &aFilename, bool aAddToPack) {
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// Look for pack in cache
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PackData* _Pack = DynOS_Pack_GetFromPath(aPackFolder);
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// Look for actor in pack
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if (_Pack) {
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auto _ActorPair = DynOS_Pack_GetActor(_Pack, aActorName);
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if (_ActorPair != NULL) {
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return _ActorPair->second;
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}
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}
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// Load data from binary file
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GfxData *_GfxData = NULL;
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BinFile *_File = DynOS_Bin_Decompress(aFilename);
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if (_File) {
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_GfxData = New<GfxData>();
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for (bool _Done = false; !_Done;) {
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switch (_File->Read<u8>()) {
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case DATA_TYPE_LIGHT: DynOS_Lights_Load (_File, _GfxData); break;
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case DATA_TYPE_LIGHT_0: DynOS_Light0_Load (_File, _GfxData); break;
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case DATA_TYPE_LIGHT_T: DynOS_LightT_Load (_File, _GfxData); break;
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case DATA_TYPE_AMBIENT_T: DynOS_AmbientT_Load (_File, _GfxData); break;
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case DATA_TYPE_TEXTURE: DynOS_Tex_Load (_File, _GfxData); break;
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case DATA_TYPE_TEXTURE_LIST: DynOS_TexList_Load (_File, _GfxData); break;
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case DATA_TYPE_VERTEX: DynOS_Vtx_Load (_File, _GfxData); break;
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case DATA_TYPE_DISPLAY_LIST: DynOS_Gfx_Load (_File, _GfxData); break;
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case DATA_TYPE_GEO_LAYOUT: DynOS_Geo_Load (_File, _GfxData); break;
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case DATA_TYPE_ANIMATION: DynOS_Anim_Load (_File, _GfxData); break;
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case DATA_TYPE_ANIMATION_TABLE: DynOS_Anim_Table_Load(_File, _GfxData); break;
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case DATA_TYPE_GFXDYNCMD: DynOS_GfxDynCmd_Load (_File, _GfxData); break;
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default: _Done = true; break;
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}
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}
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BinFile::Close(_File);
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}
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// Add data to cache, even if not loaded
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if (aAddToPack) {
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if (_Pack) {
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DynOS_Pack_AddActor(_Pack, aActorName, _GfxData);
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} else {
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_Pack = DynOS_Pack_Add(aPackFolder);
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DynOS_Pack_AddActor(_Pack, aActorName, _GfxData);
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}
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}
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return _GfxData;
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}
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//////////////
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// Generate //
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//////////////
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static String GetActorFolder(const Array<Pair<u64, String>> &aActorsFolders, u64 aModelIdentifier) {
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for (const auto &_Pair : aActorsFolders) {
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if (_Pair.first == aModelIdentifier) {
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return _Pair.second;
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}
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}
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return String();
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}
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static void DynOS_Actor_Generate(const SysPath &aPackFolder, Array<Pair<u64, String>> _ActorsFolders, GfxData *_GfxData) {
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// do not regen this folder if we find any existing bins
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for (s32 geoIndex = _GfxData->mGeoLayouts.Count() - 1; geoIndex >= 0; geoIndex--) {
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auto &_GeoNode = _GfxData->mGeoLayouts[geoIndex];
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String _GeoRootName = _GeoNode->mName;
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// If there is an existing binary file for this layout, skip and go to the next actor
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SysPath _BinFilename = fstring("%s/%s.bin", aPackFolder.c_str(), _GeoRootName.begin());
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if (fs_sys_file_exists(_BinFilename.c_str())) {
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// Compress file to gain some space
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if (configCompressOnStartup && !DynOS_Bin_IsCompressed(_BinFilename)) {
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DynOS_Bin_Compress(_BinFilename);
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}
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return;
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}
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}
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// generate in reverse order to detect children
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for (s32 geoIndex = _GfxData->mGeoLayouts.Count() - 1; geoIndex >= 0; geoIndex--) {
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auto &_GeoNode = _GfxData->mGeoLayouts[geoIndex];
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// if this is a child geo layout, don't save it as a bin
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if (_GfxData->mChildGeoLayouts.Find(_GeoNode) != -1) {
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continue;
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}
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String _GeoRootName = _GeoNode->mName;
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// If there is an existing binary file for this layout, skip and go to the next actor
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SysPath _BinFilename = fstring("%s/%s.bin", aPackFolder.c_str(), _GeoRootName.begin());
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// Init
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_GfxData->mLoadIndex = 0;
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_GfxData->mErrorCount = 0;
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_GfxData->mModelIdentifier = _GeoNode->mModelIdentifier;
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_GfxData->mPackFolder = aPackFolder;
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_GfxData->mPointerList = { NULL }; // The NULL pointer is needed, so we add it here
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_GfxData->mPointerOffsetList = { };
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_GfxData->mLuaPointerList = { };
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_GfxData->mLuaTokenList = { };
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_GfxData->mGfxContext.mCurrentTexture = NULL;
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_GfxData->mGfxContext.mCurrentPalette = NULL;
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_GfxData->mGeoNodeStack.Clear();
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// Parse data
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PrintNoNewLine("%s.bin: Model identifier: %X - Processing... ", _GeoRootName.begin(), _GfxData->mModelIdentifier);
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PrintConsole(CONSOLE_MESSAGE_INFO, "%s.bin: Model identifier: %X - Processing... ", _GeoRootName.begin(), _GfxData->mModelIdentifier);
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DynOS_Geo_Parse(_GfxData, _GeoNode, true);
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// Init animation data
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for (auto &_AnimBuffer : _GfxData->mAnimValues) Delete(_AnimBuffer);
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for (auto &_AnimBuffer : _GfxData->mAnimIndices) Delete(_AnimBuffer);
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for (auto &_AnimNode : _GfxData->mAnimations) Delete(_AnimNode);
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_GfxData->mAnimValues.Clear();
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_GfxData->mAnimIndices.Clear();
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_GfxData->mAnimations.Clear();
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_GfxData->mAnimationTable.Clear();
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// Scan anims folder for animation data
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String _ActorFolder = GetActorFolder(_ActorsFolders, _GfxData->mModelIdentifier);
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SysPath _AnimsFolder = fstring("%s/%s/anims", aPackFolder.c_str(), _ActorFolder.begin());
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DynOS_Anim_ScanFolder(_GfxData, _AnimsFolder);
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// Create table for player model animations
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if ((_GeoRootName == "mario_geo" || _GeoRootName == "luigi_geo" || _GeoRootName == "toad_player_geo" || _GeoRootName == "wario_geo" || _GeoRootName == "waluigi_geo") && !_GfxData->mAnimations.Empty()) {
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_GfxData->mAnimationTable.Resize(256);
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for (s32 i = 0; i != 256; ++i) {
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String _AnimName("anim_%02X", i);
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if (_GfxData->mAnimations.FindIf([&_AnimName](const DataNode<AnimData> *aNode) { return aNode->mName == _AnimName; }) != -1) {
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_GfxData->mAnimationTable[i] = { _AnimName, NULL };
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} else {
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_GfxData->mAnimationTable[i] = { "NULL", NULL };
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}
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}
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}
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// Write if no error
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if (_GfxData->mErrorCount == 0) {
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DynOS_Actor_WriteBinary(_BinFilename, _GfxData);
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} else {
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PrintError(" %u error(s): Unable to parse data", _GfxData->mErrorCount);
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}
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// Clear data pointers
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ClearGfxDataNodes(_GfxData->mLights);
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ClearGfxDataNodes(_GfxData->mLight0s);
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ClearGfxDataNodes(_GfxData->mLightTs);
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ClearGfxDataNodes(_GfxData->mAmbientTs);
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ClearGfxDataNodes(_GfxData->mTextures);
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ClearGfxDataNodes(_GfxData->mTextureLists);
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ClearGfxDataNodes(_GfxData->mVertices);
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ClearGfxDataNodes(_GfxData->mDisplayLists);
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ClearGfxDataNodes(_GfxData->mGeoLayouts);
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ClearGfxDataNodes(_GfxData->mCollisions);
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_GfxData->mPointerList.Clear();
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_GfxData->mPointerOffsetList.Clear();
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_GfxData->mLuaPointerList.Clear();
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_GfxData->mLuaTokenList.Clear();
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}
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_GfxData->mChildGeoLayouts.Clear();
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}
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void DynOS_Actor_GeneratePack(const SysPath &aPackFolder) {
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Print("Processing actors: \"%s\"", aPackFolder.c_str());
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Array<Pair<u64, String>> _ActorsFolders;
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GfxData *_GfxData = New<GfxData>();
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// Read all the model.inc.c files and geo.inc.c files from the subfolders of the pack folder
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// Animations are processed separately
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DIR *aPackDir = opendir(aPackFolder.c_str());
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if (aPackDir) {
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struct dirent *_PackEnt = NULL;
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while ((_PackEnt = readdir(aPackDir)) != NULL) {
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// Skip . and ..
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if (SysPath(_PackEnt->d_name) == ".") continue;
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if (SysPath(_PackEnt->d_name) == "..") continue;
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// Compress .bin files to gain some space
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if (configCompressOnStartup) {
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SysPath _Filename = fstring("%s/%s", aPackFolder.c_str(), _PackEnt->d_name);
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if (SysPath(_PackEnt->d_name).find(".bin") != SysPath::npos && !DynOS_Bin_IsCompressed(_Filename)) {
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DynOS_Bin_Compress(_Filename);
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continue;
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}
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}
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// For each subfolder, read tokens from model.inc.c and geo.inc.c
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SysPath _Folder = fstring("%s/%s", aPackFolder.c_str(), _PackEnt->d_name);
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if (fs_sys_dir_exists(_Folder.c_str())) {
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_GfxData->mModelIdentifier = 0;
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// Remember the geo layout count
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s32 prevGeoLayoutCount = _GfxData->mGeoLayouts.Count();
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DynOS_Read_Source(_GfxData, fstring("%s/texture.inc.c", _Folder.c_str()));
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DynOS_Read_Source(_GfxData, fstring("%s/model.inc.c", _Folder.c_str()));
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DynOS_Read_Source(_GfxData, fstring("%s/geo.inc.c", _Folder.c_str()));
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DynOS_Read_Source(_GfxData, fstring("%s/collision.inc.c", _Folder.c_str()));
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if (_GfxData->mModelIdentifier != 0) {
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_ActorsFolders.Add({ _GfxData->mModelIdentifier, String(_PackEnt->d_name) });
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}
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}
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}
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closedir(aPackDir);
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}
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// Generate a binary file for each actor found in the GfxData
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DynOS_Col_Generate(aPackFolder, _ActorsFolders, _GfxData);
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DynOS_Actor_Generate(aPackFolder, _ActorsFolders, _GfxData);
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DynOS_Gfx_Free(_GfxData);
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}
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